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Marauder (LWR)

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 Marauder

MEC variant of the Assault and Infantry classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items


Abilities

Rank Ability

Specialist
Onslaught
Onslaught
Onslaught

The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants Ram.


Lance Corporal
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
Close Combat Specialist
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
Jetboot Module
Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).

Corporal
Brawler
Brawler
Brawler

If this unit is idle and has not been damaged this turn, incoming shots within 4 tiles graze (dealing only half of the original damage).

Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
Reactive Targeting Sensors
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is not suppressed and is shot: Attempt to return fire with a +20 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]

Sergeant
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Repulsor
Repulsor
Repulsor
If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage)

Tech Sergeant
Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.


Gunnery Sergeant
Repair Servos
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.


Master Sergeant
Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (58%) +3-9 +0.6 -
   Lance Corporal +0-1 (57%) +1-3 - -
   Corporal +0-1 (57%) +1-3 - -
   Sergeant +0-1 (57%) - - -
   Tech Sergeant +0-1 (57%) - - -
   Gunnery Sergeant +0-1 (57%) - - -
   Master Sergeant +0-1 (57%) - - -
Total Health
+0-7
Aim
+5-15
Mobility
+0.6
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +2 +6 +0.6 -
   Lance Corporal +1 +2 - -
   Corporal +1 +2 - -
   Sergeant - - - -
   Tech Sergeant - - - -
   Gunnery Sergeant - - - -
   Master Sergeant - - - -
Total Health
+4
Aim
+10
Mobility
+0.6
Will
-

Tactical Advice

Sample Builds

Close Quarters Tank Marauder

This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with Onslaught, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder's tanking perks rely on being close to danger to be effective.

Sample Close Combat Tank Build:

Fortified -> Brawler -> Jetboot Module -> Repulsor Plating -> Repair Servos -> Sprinter

Fortified
Fortified
Brawler
Brawler
Jetboot Module
Jetboot Module
Shock-Absorbent Armor
Shock-Absorbent Armor
Repair Servos
Repair Servos
Sprinter
Sprinter

Recommended Equipment: Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating

Notes:

  • You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.
  • Choice between Light and Heavy mech exoskeleton is left to the Commander's discretion. It is mostly a trade-off between mobility and reliable tanking ability.

CCS Marauder

This build aims to make use of Close Combat Specialist boosted by Impact and Opportunist to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of enemies, punch a high value target with Onslaught, then use CCS to its full effect on the enemy turn. Besides Repulsor Plating and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positioning may quickly result in a dead Marauder.

Sample CCS Build:

Close Combat Specialist -> Impact or Brawler-> Opportunist or Lock N' Load -> Repulsor Plating -> Bring 'Em On -> Sprinter

Close Combat Specialist
Close Combat Specialist
Impact
Impact
Brawler
Brawler
Opportunist
Opportunist
Lock n' Load
Lock n' Load
Shock-Absorbent Armor
Shock-Absorbent Armor
Bring 'Em On
Bring 'Em On
Sprinter
Sprinter

Recommended Equipment: Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module

Notes:

  • For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.
  • Opportunist will allow beefy crits while unloading with Close Combat Specialist. Lock N' Load grants more offensive uptime and is essentially a mobility boost as you can dash and reload into enemy lines for another round of reaction shots.
  • Choice between Light and Heavy mech exoskeleton is left to the Commander's discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.

Overwatch Marauder

This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of Sentry and Reactive Targeting Sensors. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. Reactive Targeting Sensors will then trigger and deliver a second shot before finally putting the Marauder into One for All to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use Onslaught more reliably.

Sample Overwatch Build: Sentry -> Reactive Targeting Sensors -> Opportunist or Lock N' Load -> Repulsor Plating -> Bring 'Em On or Sharpshooter -> Extra Conditioning

Sentry
Sentry
Reactive Targeting Sensors
Reactive Targeting Sensors
Opportunist
Opportunist
Lock n' Load
Lock n' Load
Shock-Absorbent Armor
Shock-Absorbent Armor
Bring 'Em On
Bring 'Em On
Sharpshooter
Sharpshooter
Extra Conditioning
Extra Conditioning

Recommended Equipment: Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating

Notes:

  • Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N' Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.
  • Bring 'Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals
  • Choice between Light and Heavy mech exoskeleton is left to the Commander's discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.

See also